-----------------------------------
-- Ability: Quickstep
-----------------------------------
 
require("scripts/globals/settings");
require("scripts/globals/status");
require("scripts/globals/weaponskills");

-----------------------------------
-- OnUseAbility
-----------------------------------

--Uncomment these when implemented
function OnAbilityCheck(player,target,ability)
	if (player:getAnimation() ~= 1) then
		return MSGBASIC_REQUIRES_COMBAT,0;
	else
		if (player:hasStatusEffect(EFFECT_TRANCE)) then
			return 0,0;
		elseif (player:getTP() < 10) then
			return MSGBASIC_NOT_ENOUGH_TP,0;
		else
			player:delTP(10);
			return 0,0;
		end
	end
end;

function OnUseAbility(player, target, ability)
	
	local hit = 1;
	local effect = 1;
	
	if math.random() <= getHitRate(player,target,true,player:getMod(MOD_STEP_ACCURACY)) then
		hit = 5;
		local mjob = player:getMainJob();
		local daze = 1;

		if (mjob == 19) then
			if (target:hasStatusEffect(EFFECT_LETHARGIC_DAZE_1)) then
				local duration = target:getStatusEffect(EFFECT_LETHARGIC_DAZE_1):getDuration();
				target:delStatusEffectSilent(EFFECT_LETHARGIC_DAZE_1);
				if (player:hasStatusEffect(EFFECT_PRESTO)) then
					target:addStatusEffect(EFFECT_LETHARGIC_DAZE_3,1,0,duration+30);
					daze = 3;
					effect = 3;
				else
					target:addStatusEffect(EFFECT_LETHARGIC_DAZE_2,1,0,duration+30);
					daze = 2;
					effect = 2;
				end

			elseif (target:hasStatusEffect(EFFECT_LETHARGIC_DAZE_2)) then
				local duration = target:getStatusEffect(EFFECT_LETHARGIC_DAZE_2):getDuration();
				target:delStatusEffectSilent(EFFECT_LETHARGIC_DAZE_2);
				if (player:hasStatusEffect(EFFECT_PRESTO)) then
					target:addStatusEffect(EFFECT_LETHARGIC_DAZE_4,1,0,duration+30);
					daze = 3;
					effect = 4;
				else
					target:addStatusEffect(EFFECT_LETHARGIC_DAZE_3,1,0,duration+30);
					daze = 2;
					effect = 3;
				end

			elseif (target:hasStatusEffect(EFFECT_LETHARGIC_DAZE_3)) then
				local duration = target:getStatusEffect(EFFECT_LETHARGIC_DAZE_3):getDuration();
				target:delStatusEffectSilent(EFFECT_LETHARGIC_DAZE_3);
				if (player:hasStatusEffect(EFFECT_PRESTO)) then
					target:addStatusEffect(EFFECT_LETHARGIC_DAZE_5,1,0,duration+30);
					daze = 3;
					effect = 5;
				else
					target:addStatusEffect(EFFECT_LETHARGIC_DAZE_4,1,0,duration+30);
					daze = 2;
					effect = 4;
				end

			elseif (target:hasStatusEffect(EFFECT_LETHARGIC_DAZE_4)) then
				local duration = target:getStatusEffect(EFFECT_LETHARGIC_DAZE_4):getDuration();
				target:delStatusEffectSilent(EFFECT_LETHARGIC_DAZE_4);
				if (player:hasStatusEffect(EFFECT_PRESTO)) then
					daze = 3;
				else
					daze = 2;
				end
				target:addStatusEffect(EFFECT_LETHARGIC_DAZE_2,1,0,duration+30);
				effect = 5;

			elseif (target:hasStatusEffect(EFFECT_LETHARGIC_DAZE_5)) then
				local duration = target:getStatusEffect(EFFECT_LETHARGIC_DAZE_5):getDuration();
				target:delStatusEffectSilent(EFFECT_LETHARGIC_DAZE_5);
				target:addStatusEffect(EFFECT_LETHARGIC_DAZE_3,1,0,duration+30);
				daze = 1;
				effect = 5;

			else
				if (player:hasStatusEffect(EFFECT_PRESTO)) then
					target:addStatusEffect(EFFECT_LETHARGIC_DAZE_2,1,0,60);
					daze = 3;
					effect = 2;
				else
					target:addStatusEffect(EFFECT_LETHARGIC_DAZE_1,1,0,60);
					daze = 2;
					effect = 1;
				end
			end;
		else
			if (target:hasStatusEffect(EFFECT_LETHARGIC_DAZE_1)) then
				local duration = target:getStatusEffect(EFFECT_LETHARGIC_DAZE_1):getDuration();
				target:delStatusEffectSilent(EFFECT_LETHARGIC_DAZE_1);
				target:addStatusEffect(EFFECT_LETHARGIC_DAZE_2,1,0,duration+30);
				effect = 2;

			elseif (target:hasStatusEffect(EFFECT_LETHARGIC_DAZE_2)) then
				local duration = target:getStatusEffect(EFFECT_LETHARGIC_DAZE_2):getDuration();
				target:delStatusEffectSilent(EFFECT_LETHARGIC_DAZE_2);
				target:addStatusEffect(EFFECT_LETHARGIC_DAZE_3,1,0,duration+30);
				effect = 3;

			elseif (target:hasStatusEffect(EFFECT_LETHARGIC_DAZE_3)) then
				local duration = target:getStatusEffect(EFFECT_LETHARGIC_DAZE_3):getDuration();
				target:delStatusEffectSilent(EFFECT_LETHARGIC_DAZE_3);
				target:addStatusEffect(EFFECT_LETHARGIC_DAZE_4,1,0,duration+30);
				effect = 4;

			elseif (target:hasStatusEffect(EFFECT_LETHARGIC_DAZE_4)) then
				local duration = target:getStatusEffect(EFFECT_LETHARGIC_DAZE_4):getDuration();
				target:delStatusEffectSilent(EFFECT_LETHARGIC_DAZE_4);
				target:addStatusEffect(EFFECT_LETHARGIC_DAZE_5,1,0,duration+30);
				effect = 5;

			elseif (target:hasStatusEffect(EFFECT_LETHARGIC_DAZE_5)) then
				local duration = target:getStatusEffect(EFFECT_LETHARGIC_DAZE_5):getDuration();
				target:delStatusEffectSilent(EFFECT_LETHARGIC_DAZE_5);
				target:addStatusEffect(EFFECT_LETHARGIC_DAZE_5,1,0,duration+30);
				effect = 5;
			else
				target:addStatusEffect(EFFECT_LETHARGIC_DAZE_1,1,0,60);
				effect = 1;
			end;
		end
		
		if (player:hasStatusEffect(EFFECT_FINISHING_MOVE_1)) then
			player:delStatusEffectSilent(EFFECT_FINISHING_MOVE_1);
			player:addStatusEffect(EFFECT_FINISHING_MOVE_1+daze,1,0,7200);

		elseif (player:hasStatusEffect(EFFECT_FINISHING_MOVE_2)) then
			player:delStatusEffectSilent(EFFECT_FINISHING_MOVE_2);
			player:addStatusEffect(EFFECT_FINISHING_MOVE_2+daze,1,0,7200);

		elseif (player:hasStatusEffect(EFFECT_FINISHING_MOVE_3)) then
			player:delStatusEffectSilent(EFFECT_FINISHING_MOVE_3);
			if (daze > 2) then
				daze = 2;
			end;
			player:addStatusEffect(EFFECT_FINISHING_MOVE_3+daze,1,0,7200);

		elseif (player:hasStatusEffect(EFFECT_FINISHING_MOVE_4)) then
			player:delStatusEffectSilent(EFFECT_FINISHING_MOVE_4);
			player:addStatusEffect(EFFECT_FINISHING_MOVE_5,1,0,7200);
		elseif (player:hasStatusEffect(EFFECT_FINISHING_MOVE_5)) then
			
		else
			player:addStatusEffect(EFFECT_FINISHING_MOVE_1 - 1 + daze,1,0,7200);
		end;

	else
		ability:setMsg(158);
	end
	
	return effect, getStepAnimation(player:getWeaponSkillType(SLOT_MAIN)), hit;
	
end;